Code edit (9 edits merged)
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don't accept other touch while ball is moving
Code edit (5 edits merged)
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reduce ball speed when launched
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reduce ball speed
Code edit (6 edits merged)
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in LK.on('tick', ), after ball.update();, calculate distance between ball and hoop
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in initGame, if !isDebug, set alpha of hoopTriggers to 0
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Please fix the bug: 'ReferenceError: handleHoopBorder is not defined' in or related to this line: 'handleHoopBorder();' Line Number: 341
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in main loop, call handleHoopBorder when ball touches a hoop border
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in hoop class, add 2 new objects hoopBorderLeft and hoopBorderRight
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Please fix the bug: 'TypeError: ball.speedY.toString(...).toFixed is not a function' in or related to this line: 'scoreTxt.setText(ball.speedY.toString().toFixed(2));' Line Number: 319
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now ballPassedAboveHoop should be set to true when ball touches the hoop's top Trigger
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in hoop class set hoopTopTrigger width to 220 and hoopBottomTrigger to 400
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Now add a bottom trigger in the hoop
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fix the fact that ball.intersects(hoop.hoopTriggerGraphics) is not triggered, maybe hoopTrigger needs to be an 'object' not just an asset...
===================================================================
--- original.js
+++ change.js
@@ -75,8 +75,9 @@
};
self.reset = function () {
ballPassedAboveHoop = false;
ballPassedInsideHoop = false;
+ isHandlingCollision = false;
bounceCounter = 0; // Reset bounce counter
self.x = game.width / 2;
self.y = game.height - 300;
self.speedX = 0;
@@ -136,8 +137,9 @@
self.y = y;
};
// Define hoopTrigger as a new Container object for better intersection detection
self.hoopTopTrigger = new Container();
+ self.hoopTopTrigger.isHandling = false;
var hoopTriggerGraphics = self.hoopTopTrigger.attachAsset('hoopTrigger', {
width: 200,
anchorX: 0.5,
anchorY: 0.5
@@ -149,8 +151,9 @@
// Add hoopTrigger container as a child of Hoop
self.addChild(self.hoopTopTrigger);
// Define hoopBottomTrigger as a new Container object for better intersection detection
self.hoopBottomTrigger = new Container();
+ self.hoopTopTrigger.isHandling = false;
var hoopBottomTriggerGraphics = self.hoopBottomTrigger.attachAsset('hoopTrigger', {
width: 300,
anchorX: 0.5,
anchorY: 0.5
@@ -162,8 +165,9 @@
// Add hoopBottomTrigger container as a child of Hoop
self.addChild(self.hoopBottomTrigger);
// Define hoopBorderLeft as a new Container object for collision detection
self.hoopBorderLeft = new Container();
+ self.hoopBorderLeft.isHandling = false;
var hoopBorderLeftGraphics = self.hoopBorderLeft.attachAsset('hoopBorder', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -175,8 +179,9 @@
// Add hoopBorderLeft container as a child of Hoop
self.addChild(self.hoopBorderLeft);
// Define hoopBorderRight as a new Container object for collision detection
self.hoopBorderRight = new Container();
+ self.hoopBorderRight.isHandling = false;
var hoopBorderRightGraphics = self.hoopBorderRight.attachAsset('hoopBorder', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -201,8 +206,9 @@
/* ******************************* GAME VARIABLES ********************************** */
/* ********************************************************************************* */
var isGameRunning = false;
var isHandlingScore = false;
+var isHandlingCollision = false;
var bounceCounter = 0;
var maxSpeed = 100;
var ballPassedAboveHoop = false;
var ballPassedInsideHoop = false;
@@ -282,26 +288,32 @@
isGameRunning = true;
}
function handleTopTrigger() {
console.log("Top trigger. speed", ball.speedY);
+ hoop.hoopTopTrigger.isHandling = true;
+ isHandlingCollision = true;
if (ball.speedY > 0) {
ballPassedAboveHoop = true;
+ isHandlingCollision = false;
}
}
function handleBottomTrigger() {
- console.log("Bottom trigger");
- if (ballPassedAboveHoop) {
+ console.log("Bottom trigger", ball.speedY);
+ hoop.hoopBottomTrigger.isHandling = true;
+ if (ballPassedAboveHoop && ball.speedY > 0) {
+ console.log("entering hoop ");
ballPassedInsideHoop = true;
handleScore();
- } else {
- console.log("touch hoop bottom", ball.speedY);
+ } else if (ball.speedY < 0) {
+ console.log("touch hoop from bottom");
ball.speedY *= -0.98;
ballPassedAboveHoop = false;
ballPassedInsideHoop = false;
}
}
function handleHoopBorder(border) {
console.log("handleHoopBorder ");
+ border.isHandling = true;
// Calcul du vecteur normal
var dx = ball.x - border.x;
var dy = ball.y - border.y;
var normal = normalize({
@@ -319,8 +331,15 @@
ball.speedY = reflection.y * ball.wallBounceSpeedRatio;
// Mise à jour du compteur de rebonds
bounceCounter += 1;
}
+function resetCollisionHandling() {
+ console.log("resetCollisionHandling...");
+ hoop.hoopTopTrigger.isHandling = false;
+ hoop.hoopBottomTrigger.isHandling = false;
+ hoop.hoopBorderLeft.isHandling = false;
+ hoop.hoopBorderRight.isHandling = false;
+}
// Fonction pour normaliser un vecteur
function normalize(vector) {
var magnitude = Math.sqrt(vector.x * vector.x + vector.y * vector.y);
return {
@@ -359,8 +378,9 @@
console.log("Ok can handle score...");
isHandlingScore = false;
}
}, 16); // Run every 16ms (~60FPS)
+ resetCollisionHandling();
}
/* ********************************************************************************* */
/* ********************************** MAIN LOOP ************************************ */
/* ********************************************************************************* */
@@ -368,19 +388,24 @@
if (!isGameRunning) {
return;
}
ball.update();
- if (ball.intersects(hoop.hoopBorderLeft)) {
+ if (!hoop.hoopBorderLeft.isHandling && ball.intersects(hoop.hoopBorderLeft)) {
handleHoopBorder(hoop.hoopBorderLeft);
}
- if (ball.intersects(hoop.hoopBorderRight)) {
+ if (!hoop.hoopBorderRight.isHandling && ball.intersects(hoop.hoopBorderRight)) {
handleHoopBorder(hoop.hoopBorderRight);
}
- if (!ballPassedInsideHoop && !ballPassedAboveHoop && ball.intersects(hoop.hoopTopTrigger)) {
+ if (!hoop.hoopTopTrigger && ball.intersects(hoop.hoopTopTrigger)) {
handleTopTrigger();
}
- if (!ballPassedInsideHoop && ball.intersects(hoop.hoopBottomTrigger)) {
+ if (!hoop.hoopBottomTrigger.intersects(hoop.hoopBottomTrigger)) {
handleBottomTrigger();
}
+ // Calculate distance between ball and hoop
+ var distanceX = ball.x - hoop.x;
+ var distanceY = ball.y - hoop.y;
+ var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
+ console.log("Distance between ball and hoop:", distance);
//scoreTxt.setText(ball.speedY.toFixed(2));
});
initGame();
\ No newline at end of file